﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Distortion_Dream" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(1.0, 10.0)) = 1.0
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
               float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
           };
            
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }
            
float4 frag (v2f i) : COLOR
{
				
    float2 uv  = i.texcoord;
	float time = _TimeX * 0.75;
	float4 pixel2 = tex2D(_MainTex, (uv+float2(sin(time),cos(time))) * 0.15 *_Distortion );
	
	float xDiff = pixel2.r * 0.05;
	float yDiff = 0.0;
	float2 diffVec = float2( xDiff, yDiff );
	float4 pixel = tex2D(_MainTex, uv + diffVec);
	return pixel;
			
	}
			
			ENDCG
		}
		
	}
}